Inspirations
Overview
Inspirations are single-use temporary boosts. There are several different inspiration types that provide various ability increases. Three inspirations of the same type can be combined into one inspiration of different type.
Inspiration Slots
A character starts with three inspiration slots in their Inspirations Window at level one, and gradually increases to a maximum of 20 inspiration slots at level 40. The progression is below:
- Level 1: 3 slots (1 row of 3 columns)
- Level 2: 4 slots (1 row of 4 columns)
- Level 3: 8 slots (2 rows of 4 columns)
- Level 10: 10 slots (2 rows of 5 columns)
- Level 25: 15 slots (3 rows of 5 columns)
- Level 40: 20 slots (4 rows of 5 columns)
By default, the F1 through F5 keys on the keyboard are mapped to trigger the bottom inspirations in columns one through five, respectively. It is common to keep similar inspiration types within the same column so that a needed inspiration of a specific type may be used quickly without adjusting the position of the mouse pointer.
For example, a player may always place healing inspirations (Respite, Dramatic Improvement, and Resurgence) into the first column. In an intense battle, the player can then simply press F1 on his or her keyboard to use a healing inspiration instead of moving the mouse pointer away from the battle to the inspiration tray. If a player has more than one healing inspiration in the first row, he or she can quickly press F1 again to use another inspiration if needed.
Inspiration Levels
There are currently four levels, or tiers, of inspirations; Small, Medium, Large, and Super. As a character rises in levels, they will find higher tiers of inspirations drop from defeated enemies. Defeating an archvillain/hero will always drop a large inspiration, while super inspirations can be obtained by selecting them from reward tables of Incarnate Trials or through the Incarnate Merit Vendor in Ouroboros.
Note that Super Inspirations cannot currently be combined into other types.
Single Type Inspirations
These inspirations improve a single area when used. An Enrage inspriation, for instance, will only improve the Damage attribute until its duration ends.
Accuracy Inspirations
Insight: +7.5% ToHit, +Perception
Increases your to-hit by 7.5% and increases your perception by 125 ft for 60 seconds.
Keen Insight: +18.75% ToHit, +Perception
Increases your to-hit by 18.75% and increases your perception by 166 ft for 60 seconds.
Uncanny Insight: +37.5% ToHit, +Perception
Increases your to-hit by 37.5% and increases your perception by 250 ft for 60 seconds.
Sight Beyond Sight:+75% ToHit, +Perception
Increases your to-hit by 75% and increases your Perception by 250 ft for 60 seconds.
Damage Inspirations
Enrage: +25% Damage
Increases all your damage by 25% for 60 seconds.
Focused Rage: +33% Damage
Increases all your damage by 33% for 60 seconds.
Righteous Rage: +50% Damage
Increases all your damage by 50% for 60 seconds.
Furious Rage: +100% Damage
Increases all your damage by 100% for 60 seconds.
Defense Inspirations
Luck: +12.5% Defense to all attacks (except typeless)
Increases your defense by 12.5% for 60 seconds.
Good Luck: +25% Defense to all attacks (except typeless)
Increases your defense by 25% for 60 seconds.
Phenomenal Luck: +33% Defense to all attacks (except typeless)
Increases your defense by 33% for 60 seconds.
Amazing Luck: +50% Defense to all attacks (except typeless)
Increases your defense by 50% for 60 seconds
Endurance Inspirations
Catch a Breath: +25% Endurance
Recovers 1/4 of your endurance.
Take a Breather: +33% Endurance
Recovers 1/3 of your endurance.
Second Wind: +50% Endurance
Recovers 1/2 of your endurance.
Back in the Fight: +100% Endurance
Recovers all of your Endurance.
Healing Inspirations
Respite: +25% Hit Points
Recovers 1/4 of your Hit Points.
Dramatic Improvement: +33% Hit Points
Recovers 1/3 of your Hit Points.
Resurgence: +50% Hit Points
Recovers 1/2 of your Hit Points.
Perfect Health: +100% Hit Points
Recovers all of your Hit Points.
Note: The magnitude of these inspirations is based on your base hit points, discounting any temporary buffs like Dull Pain.
Resist Damage Inspirations
Sturdy: +10% Damage Resistance, +Resist Teleport
Increases all your damage resistance by 10% for 60 seconds. Sturdy also protects you from enemy Teleportation.
Rugged: +15% Damage Resistance, +Resist Teleport
Increases all your damage resistance by 15% for 60 seconds. Rugged also protects you from enemy Teleportation.
Robust: +20% Damage Resistance, +Resist Teleport
Increases all your damage resistance by 20% for 60 seconds. Robust also protects you from enemy Teleportation.
Resistant: +35% Damage Resistance, +Resist Teleport
Increases all your damage resistance by 35% for 60 seconds. Resistant also protects you from enemy Teleportation.
Resist Effects Inspirations
Break Free: Resist Effects
Frees you from many sleep, hold, immobilization, disorient, fear, confuse, and knockback effects and boosts your resistance to repel, taunt, and placate effects for 30 seconds. This inspiration can be used even while under such effects.
-10 Magnitude protection against Hold, Sleep, Stun, and Immobilize; -5 Magnitude protection against Knockback, Knockup, Fear, and Confuse; 50% resistance to Taunt, Placate and Repel
Emerge: Resist Effects
Frees you from many sleep, hold, immobilization, disorient, fear, confuse, and knockback effects and boosts your resistance to repel, taunt, and placate effects for 60 seconds. This inspiration can be used even while under such effects.
-15 Magnitude protection against Hold, Sleep, Stun, Immobilize, Fear, and Confuse; -7.5 Magnitude protection against Knockback and Knockup; 50% resistance to Taunt, Placate, and Repel
Escape: Resist Effects
Frees you from many sleep, hold, immobilization, disorient, fear, confuse, and knockback effects and boosts your resistance to repel, taunt, and placate effects for 90 seconds. This inspiration can be used even while under such effects.
-20 Magnitude protection against Hold, Sleep, Stun, Immobilize, Fear, and Confuse; -10 Magnitude protection against Knockback and Knockup; 100% resistance to Repel; 50% resistance to Taunt and Placate
Liberate: Resist Effects
Frees you from many sleep, hold, immobilization, disorient, fear, confuse, and knockback effects and boosts your resistance to repel, taunt and placate effects for 90 seconds. This Inspiration can be used even while under such effects.
-40 Magnitude protection against Hold, Sleep, Stun, Immobilize, Fear, and Confuse; -20 Magnitude protection against Knockback and Knockup; 100% resistance to Repel; 75% resistance to Taunt and Placate
Resurrection Inspirations
Awaken: Self Minor Resurrection, Disorient, -Recovery, +Experience Point Debt Protection
If you are defeated, you can wake up with 1/4 of your hit points. You will, however, be disoriented, have no endurance, and unable to recover endurance for 20 seconds, but you will be protected from experience point debt for 10 seconds.
Bounce Back: Self Medium Resurrection, Disorient, -Recovery, +Experience Point Debt Protection
If you are defeated, you can wake up with 1/2 of your hit points. You will, however, be disoriented, have no endurance, and unable to recover endurance for 10 seconds, but you will be protected from experience point debt for 15 seconds.
Restoration: Self Large Resurrection, -Recovery, +Experience Point Debt Protection
If you are defeated, you can wake up with 3/4 of your hit points. You will, however, have no endurance and unable to recover endurance for 10 seconds, but will not be disoriented, and you will be protected from experience point debt for 20 seconds.
Immortal Recovery: Self Rez, +Experience Point Debt Protection
If you are defeated, you can wake up with all of your hit points. You will, have 25 Endurance, but unable to recover Endurance naturally for 10 seconds. Unlike weaker inspirations, Immortal Recovery will not leave you disoriented, and you will be protected from XP Debt for 20 seconds.
Dual Type Inspirations
These inspirations improve two areas when used. A Guarded inspiration, for instance, will improve both the Defense and Resistance attributes until its duration ends.
Accuracy/Damage Inspirations
Keen: +5.62% To Hit, +18.75% Damage, +25% Perception
Boosts your chance to hit by 5.62%, damage by 18.75% and increases Perception by 25% for 60 seconds.
Tactical: +14.06% To Hit, +24.75% Damage, +33% Perception
Boosts your chance to hit by 14.06%, damage by 24.75% and increases Perception by 33% for 60 seconds.
Precise: +28.12% To Hit, +37.5% Damage, +50% Perception
Boosts your chance to hit by 28.12%, damage by 37.5% and increases Perception by 50% for 60 seconds.
Intuition: +56.25% To Hit, +75% Damage, +75% Perception
Boosts your chance to hit by 56.25%, damage by 75% and increases Perception by 75% for 60 seconds.
Defense/Resistance Inspirations
Shielded: 9.37% Def(All), 7.5% Res(All), Res(Teleport)
Boosts your Defense to all attacks by 9.37%, Resistance to all damage by 7.5% and grants resistance to teleportation for 60 seconds.
Guarded: +18.75% Def(All), +11.25% Res(All), Res(Teleport)
Boosts your Defense to all attacks by 18.75%, Resistance to all damage by 11.25% and grants resistance to teleportation for 60 seconds.
Protected: +24.75% Def(All), +15% Res(All), Res(Teleport)
Boosts your Defense to all attacks by 24.75%, Resistance to all damage by 15% and grants resistance to teleportation for 60 seconds.
Impenetrable: +37.5% Def(All), +22.5% Res(All), Res(Teleport)
Boosts your Defense to all attacks by 37.5%, Resistance to all damage by 22.5% and grants resistance to teleportation for 60 seconds.
Endurance/Healing Inspirations
Revitalize: +18.75% End and Health
This inspiration immediately restores 18.75% of your health and endurance.
Rejuvenate: +24.75% End and Health
This inspiration immediately restores 24.75% of your health and endurance.
Invigorate: +37.5% End and Health
This inspiration immediately restores 37.5% of your health and endurance.
Refresh: +75% End and Health
This inspiration immediately restores 75% of your health and endurance.
Team Inspirations
These inspirations improve one or more attributes when used, but they affect all teammates in range when they are used. An Endurance Imbuement inspiration, for instance, will grant additional Endurance to the user as well as to any teammates in range.
Accuracy Inspirations
Insight Imbuement: +7.5% To Hit, +Perception to Team
Boosts the To Hit chance by 7.5% and Perception by 25% to all nearby teammates for 60 seconds.
Keen Insight Imbuement: +18.75% To Hit, +Perception to Team
Boosts the To Hit chance by 18.75% and Perception by 33% to all nearby teammates for 60 seconds.
Uncanny Insight Imbuement: +37.5% To Hit, +Perception to Team
Boosts the To Hit chance by 37.5% and Perception by 50% to all nearby teammates for 60 seconds.
Accuracy/Damage Inspirations
Tactical Imbuement: +5.62% To Hit, +18.75% Damage, +25% Perception to Team
Boosts your team's chance to hit by 5.62%, your damage by 18.75% and increases Perception by 25% for 60 seconds.
Precise Imbuement: +14.06% To Hit, +24.75% Damage, +33% Perception to Team
Boosts your team's chance to hit by 14.06%, your damage by 24.75% and increases Perception by 33% for 60 seconds.
Intuition Imbuement: +28.12% To Hit, +37.5% Damage, +50% Perception to Team
Boosts your nearby teammates' chance to hit by 28.12%, your damage by 37.5% and increases your Perception by 50% for 60 seconds.
Damage Inspirations
Rage Imbuement: +25% Damage to Team
Boosts the damage of all teammates by 25% for 60 seconds.
Focused Rage Imbuement: +33% Damage to Team
Boosts the damage of all teammates by 33% for 60 seconds.
Righteous Rage Imbuement: +50% DMG(All) to Team
Boosts the damage of all teammates by 50% for 60 seconds.
Defense Inspirations
Luck Imbuement: +12.5% Defense(All) to Team
Boosts the defense of all nearby teammates by 12.5% for 60 seconds.
Good Luck Imbuement: +25% Defense(All) to Team
Boosts the defense of all nearby teammates by 25% for 60 seconds.
Phenomenal Luck Imbuement: +33% Defense(All) to Team
Boosts the defense of all nearby teammates by 33% for 60 seconds.
Defense/Resistance Inspirations
Guarding Imbuement: +9.37% Def(All), 7.5% Res(All), Resist Teleport to Team
Boosts your team's Defense by 9.37%, Resistance to all damage by 7.5% and grants resistance to teleportation for 60 seconds.
Protecting Imbuement: +18.75% Def(All), 11.25% Res(All), Resist Teleport to Team
Boosts your Team's Defense to all attacks by 18.75%, Resistance to all damage by 11.25% and grants resistance to teleportation for 60 seconds.
Impenetrable Imbuement: +24.75% Def(All), +15% Res(All), Resist Teleport to Team
Boosts your nearby teammates' Defense to all attacks by 24.75%, Resistance to all damage by 15% and grants resistance to teleportation for 60 seconds.
Endurance Inspirations
Endurance Imbuement: +25% Endurance to Team
All nearby teammates instantly recover 25% of their Endurance.
Greater Endurance Imbuement: +33% Endurance to Team
All nearby teammates instantly recover 33% of their Endurance.
Superior Endurance Imbuement: +50% Endurance to Team
All nearby teammates instantly recover 50% of their Endurance.
Endurance/Healing Inspirations
Rejuvenating Imbuement: +18.75% Endurance and Health to Team
This inspiration immediately restores 18.75% of your health and endurance to your nearby teammates.
Invigorating Imbuement: +24.75% Endurance and Health to Team
This inspiration immediately restores 24.75% of your team's health and endurance.
Refreshing Imbuement: +37.5% Endurance and Health to Team
This inspiration immediately restores 37.5% of your team's health and endurance.
Healing Inspirations
Health Imbuement: +25% Health to Team
All nearby teammates instantly recover 25% of their Health.
Greater Health Imbuement: +33% Health to Team
All nearby teammates instantly recover 33% of their Health.
Superior Health Imbuement: +50% Health to Team
All nearby teammates instantly recover 50% of their Health.
Resist Damage Inspirations
Sturdy Imbuement: +10% Resistance(All), Resist Teleport to Team
Boosts the damage resistance by 10% and grants teleportation resistance of all nearby teammates for 60 seconds.
Rugged Imbuement: +15% Resistance(All), Resist Teleport to Team
Boosts the damage resistance of all nearby teammates by 15% as well as granting them resistance to teleportation for 60 seconds.
Robust Imbuement: +20% Resistance(All), Resist Teleport to Team
Boosts the damage resistance of all nearby allies by 20% as well as granting them resistance to teleportation for 60 seconds.
Resist Effects Inspirations
Protection Imbuement: Team Resist Status Effects
Frees you and nearby teammates from many Sleep, Hold, Immobilization, Disorient, Fear, Confuse and KnockBack effects and boosts your resistance to Repel, Taunt and Placate effects for 60 seconds. This Inspiration can be used even while under such effects.
-10 Magnitude protection against Hold, Sleep, Stun, and Immobilize; -5 Magnitude protection against Knockback, Knockup, Fear, and Confuse; 50% resistance to Taunt, Placate and Repel
Greater Protection Imbuement: Team Resist Status Effects
Frees you and your nearby teammates from many Sleep, Hold, Immobilization, Disorient, Fear, Confuse and KnockBack effects and boosts your resistance to Repel, Taunt and Placate effects for 60 seconds. This Inspiration can be used even while under such effects.
-15 Magnitude protection against Hold, Sleep, Stun, Immobilize, Fear, and Confuse; -7.5 Magnitude protection against Knockback and Knockup; 100% resistance to Repel; 50% resistance to Taunt and Placate
Superior Protection Imbuement: Team Resist Status Effects
Frees you and your nearby teammates from many Sleep, Hold, Immobilization, Disorient, Fear, Confuse and KnockBack effects and boosts your resistance to Repel, Taunt and Placate effects for 3 minutes. This Inspiration can be used even while under such effects.
-20 Magnitude protection against Hold, Sleep, Stun, Immobilize, Fear, and Confuse; -10 Magnitude protection against Knockback and Knockup; 100% resistance to Repel; 50% resistance to Taunt and Placate
Special Inspirations
Special Damage Resistance
Ambrosia: Resist Crystal Titan Damage
You have learned the secret of the Crystal Titan and how to resist its primordial energy!
Ambrosia only drops from Greater Devoured in the Eden Trial and has no use outside of the trial.
Essence of the Earth: Resist Hamidon Damage
- Main Article: Essence of the Earth
By consuming the Essence of the Earth, you will gain partial immunity to the unique properties of the Hamidon's Electrolytic attacks. It lasts for 60 seconds. Bam!
Essence of the Earth is dropped by Devouring Earth Monsters.
Special Zone Inspirations
Draught of Fog: -Diseased, +Special
You can feel power that has long been steeped in a mythical fog from an ancient era.
This provides immunity to various minotaur's Diseased debuff, and will clear any active on you when used. This inspiration falls off upon changing zones.
If used while in the Labyrinth of Fog zone, it will also grant yourself a boon equal to a Level Shift as well as increasing your Damage, Recovery, Recharge, and To-Hit for 15 minutes.
This inspiration has a mutually exclusive lock-out with Ultimate inspirations.
Enamored by the possibility of their creation, the condenser known as the Endless Colonnade could produce malevolence-free mythical fog at a level of purity that alchemists had only dreamt of. Imbibing a Draught of Fog is said to give clarity of mind to those solving mazes.
Draught of Fog is dropped by Gladiators in the Fog in The Labyrinth of Fog.
Level Shifting Inspiration
Ultimate: Level Difference +1
Ultimate shifts your Combat level by 1 when compared to the Combat Level of the enemies you are fighting. You may only use one Ultimate Inspiration at a time.
This Inspiration has a duration of 3 minutes. While it is active, no additional Ultimates can be activated. Additionally, pets will not benefit from Ultimate even if you use one before summoning the pet. This includes normal pets, Mastermind Henchmen and Lore pets. The Inspiration can, however, be used by Masterminds on any entity which appears in their pet window if you give the inspiration to it directly.
Winter Event Inspirations
Main article: Present
These "presents" were available during all the Winter Events. The actual effect of using a present inspiration is not known until the present is actually used. At that point, one of the six actions listed below will happen.
It should be noted that it is possible to discern the 'contents' of most present inspiration prior to its use by right clicking the present, selecting info, and reading the Detailed Info tab. The Gift of Experience and the Lump of Coal give no indication in the Detailed Info tab, though the Gift of Experience can be differentiated from the Lump of Coal by checking the Effect Area data. The Gift of Experience says it's an 20' AoE, while the Lump of Coal is a Single Target. The contents can also be revealed by dragging the present to the chat box to form a link and comparing the link to the list below.
Specific presents can be used with the /InspExecName slash command.
Present Gift of Experience
In Game Link: [Inspirations.Holiday.Gift_of_Experience]
Slash Command: /InspExecName Gift_of_Experience
You received the Gift of Experience. You will not accrue any experience point debt if you are defeated. This protection will last for 1 hour or until you are defeated. This effect will disappear regardless of whether or not you received debt for that defeat. For example, falling to another player in a PvP zone.
Present Gift of Power
In Game Link:[Inspirations.Holiday.Present]
Slash Command: /InspExecName Gift_of_Power
You received the Gift of Power and you now strike with a lot more damage.
This inspiration gives your character a +50% bonus to damage per person within a 20' radius.
Present Gift of Life
In Game Link: [Holiday.Present]
Slash Command: /InspExecName Gift_of_Life
You received the Gift of Life and some of your health is restored.
This inspiration restores 50% of the characters base health per person within a 20' radius.
Present Gift of Defense
In Game Link: [Present]
Slash Command: /InspExecName Gift_of_Defense
You received the Gift of Defense. Your defense is now greatly increased.
This inspiration gives a +33% defense bonus to all attacks except typeless, per person within a 20' radius.
Present Gift of Energy
In Game Link: [Inspirations.Holiday.Gift_of_Energy]
Slash Command: /InspExecName Gift_of_Energy
You received the gift of Energy. Your endurance bar will be completely filled.
This inspiration restores 50% of the characters base endurance per person within a 20' radius.
Present Lump of Coal
In Game Link: [Inspirations.Holiday.Lump_of_Coal]
Slash Command: /InspExecName Lump_of_Coal
You were bad this last year. You got a lump of coal and nothing else.
Obtaining Inspirations
Shopping
You may only buy tier 1 or first level inspirations (the first and weakest in each group of three above). Awakens cost 150 but all other inspirations cost 50 Infamy/Influence.
Most mission contacts in City of Villains and newer areas of City of Heroes such as Faultline immediately sell all types of inspirations upon being introduced. However, many contacts (particularly the older contacts in City of Heroes) initially only sell three types of inspiration (Luck, Catch a Breath, and Enrage) and the rest have to be unlocked through completing their missions. During Task Forces, Strike Forces, and Trials, access to normal contacts is removed, so these sources of inspirations are unavailable.
However, there are also permanent stores which always sell inspirations. The Arena shopkeepers sell all first level inspirations except Awakens. Hospitals and field hospitals have nurses who sell inspirations. Pocket D has bartenders located on the second floor of each side that sell all types of inspirations; there is also a Banished Pantheon Spirit Mask bartender in the Tiki Lounge which sells inspirations. Ouroboros contains Mender Roebuck who also sells inspirations.
A Supergroup may also unlock a Tree of Wonders or an Auto-Doc which can be placed in a base. These devices can sell Respites and Catch a Breaths, but will also buy inspirations from players. This is the only way to directly sell back inspirations, although they can also be sold to other players through Wentworth's Fine Consignments and the Black Market. It is also possible to unlock the Contemplation Chart, or Combat Log which sell Break Frees (for 100 inf rather than the usual 50 inf), but do not buy inspirations. Bases can also hold inspiration storage units, where inspirations may be deposited for later use.
Drops
So long as you have an empty inspiration slot, you have a chance of getting a random Inspiration after defeating an enemy. The most common are small ones. Medium ones sometimes happen, and large ones rarely. Medium and large drops are more common from defeating a boss enemy; Arch-Villain or Hero class enemies always drop large inspirations.
Siren's Call
You can trade in "Bounty" for medium-sized Inspirations. Some inspirations are only available by this method:
Strength of Will: Resist Effects
Moderately boosts your resistance to immobilization, sleep, disorient and hold effects for 180 seconds. Must be used before you are slept, held or disoriented, but can be used after being immobilized.
Base Storage
Inspirations can also be gathered from the Inspiration Collector or Inspiration Storage base items, if they have been stocked by supergroup members.
Using Inspirations
- Default is F1-F5
- /inspexec_slot
- /inspexec_name
- /insp_combine source target
- /insp_delete
Historical
Obsolete Inspirations
These inspirations no longer drop in game.
Discipline: Resist Effects
Slightly boosts your resistance to immobilization, sleep, disorient and hold effects for 120 seconds. Must be used before you are slept, held or disoriented, but can be used after being immobilized. (Replaced by Resolve.)
Iron Will: Resist Effects
Greatly boosts your resistance to immobilization, sleep, disorient and hold effects for 240 seconds. Must be used before you are slept, held or disoriented, but can be used after being immobilized. (Replaced by Sheer Willpower.)
Resolve Resist Effects
Frees you from some sleep, hold, immobilization, disorient, fear and confuse effects and slightly boosts your resistance to such effects for 30 seconds. This inspiration can be used even while under such effects. (Replaced by Break Free.)
Determination Resist Effects
Frees you from many sleep, hold, immobilization, disorient, fear and confuse effects and slightly boosts your resistance to such effects for 60 seconds. This inspiration can be used even while under such effects. (Replaced by Emerge.)
Sheer Willpower Resist Effects
Frees you from many sleep, hold, immobilization, disorient, fear and confuse effects and slightly boosts your resistance to such effects for 90 seconds. This inspiration can be used even while under such effects. (Replaced by Escape.)
Conceal: Self Stealth
Conceal grants you Stealth for 30 seconds. You can only be seen at very close range. If you attack while Concealed, you will be discovered. Conceal offer no defense bonus. (Removed from the game.)